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One Last Riddle is a DUNGEONS & DRAGONS® adventure for four to six characters of between 5th and 7th level. This short adventure should occupy a single evening’s play. PREPARATION To use this adventure, you need the Player’s Handbook, the ’s Guide, and the . Text in shaded boxes is player information, which you should read aloud or paraphrase when appropriate. one last Unshaded boxes contain information for the DM. Monster statistics noted in each encounter are abbrevi- ated, but provide the Monster Manual page number riddle where full statistics of common monsters can be found. Statistics for special monsters and NPCs appear in the text. Individual encounters have an overall rating—their encounter level (EL), which is the challenge rating (CR) summation of each encounter element. The EL helps you gauge how difficult or easy any given encounter will be for your players’ characters. CREDITS One Last Riddle can be set just about anywhere, within any campaign world. No map is needed for this Design: David Eckelberry adventure, because even the locations the characters Editing: Kim Mohan travel to represent part of an event-driven series of hap- Web Production: Sue Cook penings. To begin, just allow your player characters a Web Development Mark Jindra moment’s peace some evening alongside a road, and start the first encounter. Graphic Design: Sean Glenn, Cynthia Fliege Adventure Background The great sphinx Ujaset died last night. Before that Based on the original DUNGEONS & DRAGONS game by time, the people of the surrounding land reported the E. and and on the new edi- occasional appearance of a translucent winged leonine tion of the Dungeons & Dragons game designed by figure in the skies above. According to local folklore, , , , Rich this beast sometimes halted the progress of travelers to Baker, and . trouble them with its clever questions, generously rewarding those who could answer the sphinx’s riddles. Perhaps it’s this legend that has drawn the player char- acters to the region. D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by , Inc. All Wizards characters, character names, and the distinc- tive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Encounters This material is protected under the copyright laws of the United States of America. All of the following encounters are event-based, each Any reproduction or unauthorized use of the material or artwork contained herein is one building on what has come before it. prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, 1. A Riddle for You (EL 11) places, or events is purely coincidental. In this encounter, the characters are drawn into the ©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. adventure. Assuming they’re wise enough to avoid using violence, Ujaset starts them on their short quest. 1 The road stretches out as it has for the last hour. kept on hand my personal hard of treasure. Of A cold wind brushes across your face, and while course, you’re going to have to eliminate the you look for its source, a low moan echoes out disgusting kobolds that evicted me from my from in front of you. As you stare into the twi- home.” light ahead, a pale, flickering form can be seen. Should they fail to give the correct answer, Ujaset At first you see the noble visage of a bearded man’s head, twisted with sorrow. Then it’s the bursts into a rage. body of a powerful lion, ten feet long and com- “Fools! I have no pity for the feeble-witted! plete with swishing tail. Finally, great hawklike Now listen closely, mortals, if you value your wings greater than any bird’s come into view. lives. To repay this slight you have done me, I The translucent form twinkles, coalescing into shall demand a service! You shall go to my lair a single being. not far from here, and there you shall find and “Now you dare the last riddle of Ujaset,” destroy the foul kobolds that infest it. Do this, moans the voice. or else I shall twist your minds with horror and torment your souls for the rest of your days!” Allow the characters a chance to react and to identify the sphinx for what it is. They may not realize immedi- Regardless of the heroes’ success, Ujaset wants his ately that it is a ghost, but its translucent image should murder avenged, and he sees the party as a likely means be a big hint. to accomplish this. As long as the characters don’t respond with vio- After the riddle is done and Ujaset has charged them lence, Ujaset croaks out the riddle below. Refer to the with their quest, he doesn’t really have much to say. tactics section should the party engage the ghost Read or paraphrase the following statements when sphinx; once it has convinced them to be more reason- appropriate. able, it returns to the riddle’s oration. • “Yes, I’m dead. Well, mostly dead. I’m a ghost—I “What is half of dragon, think. No, I don’t want to talk about what it’s but has not a wyrmling’s strength? like. Do you want to talk about your short lives? What is half of canine, I didn’t think so.” but has not a mongrel’s length? • “Okay, I admit it’s pretty humiliating to have What is it that is of two halves, been killed by kobolds, but there were a lot of but has but half to stand on?” them, led by a sorcerer. And they ambushed me while I was resting. Okay, it’s still humiliating, I The answer to the riddle is “kobold.” know. Let’s not talk about it.” • “My lair? It’s not far from here.” Ujaset gives You can allow the characters a chance to consult, dis- directions. cuss, and even cast divination magic that may help • “No, I can’t go with you. Do you know how trou- (augury and divination may give a clue or reject an bling it is to linger among you mortals, always incorrect guess; access to commune, contact other answering your stupid questions?” plane, or legend lore would probably just give the cor- rect answer). Ujaset gives the characters 10 minutes to Ujaset will not accompany the PCs on their quest. He offer their reply. offers them directions to his lair, located only a few Ujaset is patient, to a point, but he’s willing to violate miles away. some typical sphinx conventions about riddle games now that he’s dead. Should the heroes prove able to DUjaset: Androsphinx ghost; CR 12; Large undead (9 answer the riddle, Ujaset beams at them happily. Read ft. long); HD 12d12; hp 90; Init +0; Spd 50 ft., fly 80 ft. the text below. (perfect); AC 22 (–1 size, +13 natural) or 14 (–1 size, +5 deflection, when manifested); Atk +18 melee (2d4+7, 2 “Excellent. You are just the sort of clever heroes claws, only affects ethereal creatures); SA Corrupting that I was hoping to find tonight. As a reward, gaze, manifestation, malevolence, pounce, rake 2d4+3, I’m going to offer you the chance to find the roar; SQ Incorporeal, undead, rejuvenation, turn resist- place where I laired only last night, where I ance +4, darkvision 60 ft.; AL CE; SV Fort +9, Ref +9, Will +10; Str 25, Dex 10, Con —, Int 16, Wis 17, Cha 21. 2 Skills and Feats: Hide +8, Intimidate +15, Knowledge Undead: Immune to poison, sleep, paralysis, stun- (history) +5, Listen +23, Search +11, Spot +23, Wilder- ning, disease, death effects, necromantic effects, and ness Lore +13; Alertness, Cleave, Flyby Attack, Great mind-influencing effects. Not affected by critical hits, Cleave, Power Attack, Track. subdual damage, ability damage, ability drain, or energy Corrupting Gaze (Su): Gaze attack range 30 ft., vic- drain. Immune to all effects requiring a Fort save. tims make Fort save (DC 20) or suffer 2d10 points of Spells Prepared (5/5/5/4; base DC = 13 + spell level): damage and 1d4 points of permanent Constitution 0—cure minor wounds, detect drain. magic (3), resistance; 1st—cause No Confrontation Manifestation (Su): While in standard ethereal state, fear (3), command, sanctuary; Required cannot affect or be affected by physical creatures. 2nd—enthrall, hold person (3), The statistics provided for Power allows ghost to become visible, but incorporeal; zone of truth; 3rd—bestow Ujaset hopefully won’t be then it can affect and be affected by creatures on both curse, deeper darkness, invisibil- needed. Given the creature’s Ethereal and Material Planes. ity purge, nondetection. formidability (reflected in its Malevolence (Su): 1/round can merge its body with a Tactics: Attacking Ujaset is challenge rating), the charac- creature on Material Plane, possessing it for up to 10 ultimately foolish, yet some well- ters should quickly be looking hours as per magic jar cast by a Sor10 (Fort save DC 20 intentioned characters may press for other means to deal with to resist). the attack against the obviously the sphinx rather than fighting Pounce (Ex): If Ujaset leaps upon a foe during the undead creature. In that case, the it. Yet the statistics are here just first round of combat, it can make a full attack even if it ghost sphinx manifests every in case, and even if you don’t has taken a move action. Only possible against ethereal few rounds to blast the charac- need them now, you can make opponents. ters with its roar, its gaze, or to use of this unique creature in another adventure. Rake (Ex): If Ujaset pounces on a creature, it can possess a character. Ujaset toys make two rake attacks with its hind legs. Only possible with the characters until they against ethereal opponents. relent. Under no circumstances should Ujaset become Roar (Su): Can roar 3 times per day. First roar: All crea- tied down in an extended fight with the heroes tures within 500 ft. must make Will saves (DC 19) or be (though even if this happens, the rejuvenation power affected as by a fear spell for 12 rounds. Second roar in returns the sphinx to “life” soon enough). same encounter: All creatures within 250 ft. are paralyzed (Fort save DC 19 to resist) or be paralyzed for 1d4 rounds, 2. Just a Fight (EL 6) and all those within 90 ft, are deafened for 2d6 rounds As the characters travel toward the sphinx’s lair, they (no save). Third roar in same encounter: All within 250 ft. stumble across the flight of a hungry wyvern out on the take 2d4 points of temporary Strength damage for 2d4 prowl. rounds (Fort save DC 19 to resist); any Medium-size or Creatures: The wyvern descends out of the sky to smaller creature is thrown to the ground and takes 2d8 snatch up prey and toss it to the ground—repeatedly, as points of damage (Fort save DC 19 to resist). Any stone or needed. To the wyvern, it’s all just meat tenderizing. crystalline creature takes 50 points of damage from the DWyvern: hp 59; see Monster Manual page 186. third roar if within 90 ft. Magic items and held items can Treasure: Should the characters take the time to thor- avoid damage with a successful Reflex save (DC 19). oughly search the surrounding land over the course of Incorporeal: Only harmed by other incorporeal crea- several days—or devise a magical means of communi- tures, +1 or better magic weapons, and spells—and cating with a subdued wyvern, to allow them to dis- then only when manifest. Even when hit by spells or cover a hillside or subterranean lair. Among the bones magic weapons, it has a 50% chance to ignore any and skins inside lies a brooch of shielding. damage from a corporeal source. Can pass through Ad Hoc Adjustment: If your party is composed solid objects at will. Moves silently and cannot be heard mostly of 7th-level characters, or is especially powerful with Listen checks. given the characters’ levels, provide the wyvern with a Rejuvenation (Su): After destruction, returns to life hunting mate, adjusting the encounter to EL 8. in 2d4 days if it makes a level check (roll 1d20+12) against DC 16. Can only be put to rest after the comple- 3. The Empty Lair (EL 1/6) tion of its purpose. The sphinx’s lair is nothing more than a cave in the side 3 of a grassy hill. After the 10-foot-wide opening, it • “I’m Jaalask. Who are you?” extends into an area 20 feet wide and 50 feet long with • “By the great god Kurtulmak, I swear I swear I a 30-foot ceiling. The walls are of clean stone, the work shall not hurt you. Will you make a similar oath by of some clever craftsman who labored for the Ujaset your god? Um, please?” long ago. • “The Blackspear tribe is the strongest kobold tribe around. We’re strong! The around here fear us! The cave is dark. And, uh, we’re tough too . . . and we have Oppol. Oppol’s got the best mojo in the land. He blasts the A single young kobold was left behind here by his com- other tribes into bits, and we don’t even have to panions when the rest of them abandoned the cave fight them—not that we couldn’t.” after looting it. The kobold does his best to hide (+2 • “The Blackspear warband has camped a few miles Hide modifier) when the characters enter. He doesn’t away. Of course I know the way there!” know when or if his comrades are Drawing It Out returning for him, but he hopes that it’s Treasure: Other than his halfspear, Jaalask is penni- The trip to the lair or the camp- soon. He’s too afraid to risk the journey less, and the lair appears to be quite picked over. How- ground can take as little as a back to the kobold’s camp in the wood. ever, the sphinx kept a secret stash of its own treasure sentence to describe, or you Creatures: Jaalask, the young kobold here that the kobolds failed to discover. The cover over can make the journey into a who overslept. this stash is especially difficult to find (Search DC 30), part of the adventure. Whatever dJaalask: Kobold; hp 2; see Monster unless the PCs have learned where it is from Ujaset. area you’ve set the adventure Manual page 123. Inside the stash is a suit of elven chain. in, you can drop in a random Tactics: Jaalask hides if he can, flees encounter or two in order to if he is discovered, surrenders if threat- 4. Blackspear Campground (EL 8) add some action or lengthen ened, but fights when cornered. The kobold warband camp is several miles away in the the adventure. Development: The heroes can easily surrounding countryside. The kobolds lair in the open There are plenty of good defeat and kill the lost kobold, but in air in the middle of the forest, surrounding a campfire. random encounters for a party doing so they lose an opportunity to con- The kobolds do not require the fire for light, but they of this level, many of which can make use of it for cooking, and for celebrations of their be found in any climate or ter- verse and progress further in the adven- victories such as this one. rain. Add in a basilisk, a behir, a ture (though a speak with dead spell may When the PCs come upon the kobold camp, they chimera, or a gray render for a accomplish the same purpose). find the fifteen members of the warband dancing and classic monster-bashing. A pair Of course, the next problem in con- of trolls or a small gang of versing with the kobold is that it only parading in celebration. Only a couple members of the ogres may be more interesting speaks a single language—a degenerate tribe are actively on guard, so it’s possible the PCs can if you enjoy running humanoid dialect of Draconic. Once that barrier is sneak up or attack the kobolds with surprise. opponents. Finally, there’s overcome, the kobold may agree to share Creatures: A total of fifteen kobolds and two dire always the chance that the what it knows in exchange for its life. weasels represent the strength of the warband. One of the heroes run into other travelers, Roleplay it or bring out the dice as you kobolds is a sergeant, a 3rd-level warrior. The warband whether they be merchants, desire. Refer to the rules for NPC Atti- leader is a trained combatant of the tribe, and might have other adventurers, or a medusa tudes on page 149 of the DUNGEON been their chief someday. He is a 5th-level fighter. in disguise. d MASTER’s Guide. The heroes can use Kobolds (12): hp 2 each; see Monster Manual page The stop in town presents Charisma checks or Diplomacy or Intim- 186. equal opportunity for roleplay- idate checks using the DCs on Table 5–4 dDire Weasels (2): hp 13 each; see Monster Manual ing encounters, and you can in the DUNGEON MASTER’s Guide. Bribes page 56. design urban side treks as you desire. of 20 gp or more add a +5 bonus to the check. dKobold Sergeant: Male kobold War3; CR 3; Small The kobold reveals information once humanoid (reptilian); HD 3d10; hp 20; Init +1; Spd 30 his reaction is indifferent, promises to guide the PCs to ft.; AC 16 (touch 13, flat-footed 15); Atk +2 melee the kobold campground if friendly, and will even fight (1d6–1, halfspear) or +4 ranged (1d8/19–20, light cross- for the PCs if helpful. bow); SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +3, Ref +2, Will +1; Str 8, Dex 13, Con 11, Int 10, Wis 10, Cha 10. 4 Skills and Feats: Craft (trapmaking) +2, Hide +9, 5. A Stop in Town Listen +2, Move Silently +5, Search +2, Spot +2; Alert- The focus of this encounter is to allow the characters to ness, Dodge. discover where Oppol has holed up in town. None of Light Sensitivity (Ex): –1 penalty on attack rolls in the town’s official’s, guards, or constables know of the bright sunlight or within radius of a daylight spell. sorcerer’s entrance. The passage of a single gnome mer- Possessions: Halfspear, studded leather armor, light chant made little impression on the town’s defenders. crossbow, 10 bolts, pouch with 15 gp. The merchants of the town are more helpful. Caramip, an exotic dKobold War Leader: Male kobold Ftr5; CR 5; Small The Small Town of Miel goods merchant, remembers a humanoid (reptilian); HD 5d10; hp 35; Init +1; Spd 30 The community in which the gnome matching the heroes’s ft.; AC 18 (touch 13, flat-footed 17); Atk +8 melee PCs encounter Oppol is the description. She didn’t like the (1d6+3, +1 short sword) or +6 ranged (1d8/19–20, light town of Miel (or a name more gnome: He was cold even to her, crossbow); SQ Darkvision 60 ft., light sensitivity; AL appropriate to your campaign). a fellow gnome! Other mer- LE; SV Fort +4, Ref +2, Will +1; Str 9, Dex 13, Con 11, The town follows the rules chants, including the money- Int 10, Wis 10, Cha 12. noted for a settlement of its changer Saul, report similar size in the DUNGEON MASTER’s Skills and Feats: Climb +1, Craft (trapmaking) +2, experiences with Oppol. Guide on page 137. Hide +10, Listen +2, Move Silently +4, Search +2, Spot Potter Holm, one of the town’s cMiel (small town): Con- +2; Alertness, Dodge, Weapon Finesse (short sword), blacksmiths, has more to offer. ventional; AL N; gp limit 800 Weapon Focus (short sword), Weapon Specialization The PC’s learn from him that the gp; Assets 56800 gp; Popula- (short sword). gnome commissioned the con- tion 1425; Mixed (human 75, Light Sensitivity (Ex): –1 penalty on attack rolls in struction of a number of master- 9, 5, dwarf 7, gnome bright sunlight or within radius of a daylight spell. work weapons—mostly spears 2, half-elf 1, half 1). Possessions: +1 short sword, chainmail, light cross- Authority Figures: Mayor and swords. The weapons are to bow, 10 bolts, pouch with 145 gp. Natal Miel, male human Com7. be delivered to a house at the Important Characters: edge of town. Development: The bad news is that Oppol, the Juliet Ghehan, female human leader of the Blackspear tribe, is not here. He took 6. Sorcerer’s House (EL 5) War9 (constable); Ujar Tilok, male human Clr8 (Pelor, possession of the loot he found in the sphinx’s lair. Kobolds are clever trapmakers, Then he took advantage of his sorcery to disguise healer); Potter Holm, male half- and Oppol is no different for elf Exp8 (blacksmith); Saul himself, venture into a nearby town, and sell off what that. However, he has the advan- he can’t use. You can use any city or town from your Regarson, male elf Exp4 (mer- tage of supplementing his ability chant); Caramip Loopmottin campaign world, or the example town provided to make traps with the power of (merchant). below. sorcery. It’s likely that the PCs believe they have fulfilled The kobold’s residence here is their quest and as a result return to the place where a plain one no different from any of those nearby. It’s a they met the ghost sphinx. Ujaset appears to tell them two-story wooden building 30 feet square on both that they’ve failed him, and he reminds them that it was floors. The locked door to the house is of reinforced a sorcerer that slew him! wood. It’s also trapped. The war leader and the sergeant both know where sStrong Wooden Door: 2 in. thick; hardness 5; hp Oppol went. They can even describe Oppol’s gnome 20; AC 5; break DC 25. disguise. If given the chance to surrender once it’s clear aCold Blast: CR 5; no attack roll necessary, 10-ft.- that they’ve lost, either one will reveal the information wide sphere (6d6); Reflex save (DC 17) halves; Search in exchange for his life. For the more bloodthirsty (DC 25); Disable Device (DC 25). heroes, speak with dead is an option. Otherwise, you The first floor of the building is empty. A stair leads may have to allow the characters to poke around the to the second floor and the next encounter. town and find some evidence of something unusual that leads them to Oppol. 7. Sorcerer’s Lair (EL 8) Treasure: The warband has done a little bit of raiding, The staircase rises up into a hall with two rooms of and has a total of 930 gp in mixed coins. roughly equal size. The doors are similar to the one out- side, but are not locked or trapped. 5 Oppol lurks behind one door; the other room is Tactics: Oppol prepares for the fight with the casting empty. of mage armor, expeditious retreat, and invisibility. Thereafter, he takes up a position on one corner of the The 10-foot-by-15-foot chamber is the first you’ve room and unloads the offensive firepower of his 3rd- seen that shows use. A small bed lies against one and 4th-level spells. At that point the PCs must quickly wall, decorated with thick colorful blankets. A deco- put an end to Oppol before his damage potential is real- rated pot lies next to the bed, while the wooden ized. floor is covered with furs of bear and wolf. Development: If Oppol sees the battle go against him, the sorcerer flees, jumping out a window if neces- Just what else the PCs see depends on how quiet sary. At the first opportunity he uses his illusion spells they’ve been. With a few rounds to prepare, Oppol may to disappear into the town’s traffic. be invisible or simply hiding. Treasure: Oppol carries most of his treasure on him. Creatures: Oppol the sorcerer. The room’s contents can be resold for 200 gp should the dOppol: Male kobold Sor8; CR 8; Small humanoid characters take the time to loot it. Finally, if the PCs (reptilian); HD 8d4+16; hp 33; Init +1; Spd 30 ft.; AC 13 claim the masterwork weapons that Potter is making, (touch 13, flat-footed 12); Atk +2 melee (1d4, dagger) or they can be resold for 2,400 gp. +5 ranged (1d4, dagger); SA Spells; SQ 60-ft. darkvision, light sensitivity; AL LE; SV Fort +2, Ref +3, Will +6; Str CONCLUSIONS 6, Dex 13, Con 14, Int 10, Wis 10, Cha 16. If the heroes fail to avenge Ujaset, they may be haunted Skills and Feats: Concentration +10, Craft (trapmak- until they can find powerful priests to exorcise the ing) +2, Hide +8, Knowledge (arcana) +2, Listen +2, ghost. If the heroes fail to slay Oppal but manage not to Move Silently +2, Search +2, Spellcraft +4, Spot +2; get killed by him, they may enlist some of the town’s Alertness, Dodge, Scribe Scroll. guard to assist them. If they succeed—and they suc- Light Sensitivity (Ex): –1 penalty on attack rolls in cessfully solved the ghost sphinx’s riddle—the sphinx bright sunlight or within radius of a daylight spell. reveals the location of the stash in its lair. They can find Spells Known (6/7/7/6/3; base DC = 13 + spell a suit of (nonmagical) elven chain left there years ago. level): 0—daze, detect magic, flare, ghost sound, mage hand, open/close, ray of frost, read magic; 1st—cause ABOUT THE AUTHOR fear, change self, expeditious retreat, mage armor, David Eckelberry left behind the study of abnormal magic missile; 2nd—alter self, invisibility, web; 3rd— mental psychologies in order to study some really inter- lightning bolt, summon monster III; 4th—cone of esting fantasies in the roleplaying industry. Since then, cold. he's enjoyed working as either designer and editor on Possessions: Cloak of Charisma +2, potion of cure all of the Wizards of the Coast roleplaying product lines, serious wounds, pouch with 250 gold pieces. especially ALTERNITY, , and D&D.

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